<P>As a pilot becomes more experienced, he is sure to learn a little bit more about controlling a BattleMech as well as what to look out for. Now imagine if we apply this to the pilot’s situational awareness. A module could be implemented that plays off of this notion and increases the range of the pilot’s Anti-Missile System because he’s more aware of what to look out for. It’s like his mental/physical skills are embedded into a circuit in the form of a module, so the neurohelmet interface can take over, allowing the pilot to concentrate on other things. Neat huh?</P>

:/ so you are actually making levels improve the equipment.....that is not neat at all in my opinion. whos to say that a certain pilot will pick up on queues of incoming missiles quicker than another....actually, you can by putting it in the controls. how about missiles that come from an angle not seen by any pilot? suddenly they get shot down more because you are a higher imaginary level? also, you do realize that everybody will be max level shortly anyway right? at the very least concentrate much more on balancing the end game so that turns out right.

InnerSphereNews, on 18 January 2012 - 10:00 AM, said:

When we design a Module, we try to stay away from interfering with historical/canon abilities of the pilot/Mech but there are some cross over designs that may contradict this. An example would be what our modules may do that normally requires a C3 unit equipped to a BattleMech. Or maybe they won’t!

and suddenly your mech is lighter just because of your experience. see comments above.

InnerSphereNews, on 18 January 2012 - 10:00 AM, said:

All players will be able to view the BattleGrid. Those with commander abilities will be able to issue orders through it, as well as receive more detailed information.

im not sure if "ability" here refers to a mech pod, experience based tree, or both. if pod: if base mechs can communicate and send distress signals etc, it doesnt make much sense in my opinion to take up a whole slot of other gear just to be able to command. also, just for game play reasons, i want people who want to command to not have to give up some actual ability of their mech. if ability: i dont want people giving up real skills for the chance at commanding, so i would hate to see this as part of an experience tree again. this is coming from someone that has no intention of ever commanding.

InnerSphereNews, on 18 January 2012 - 10:00 AM, said:

There will be no free roaming spectator mode. Dead players will likely see their destroyed ’Mech for a few seconds and then be able to cycle through the viewpoints of their living allies.
We’re very aware and concerned about spectator mode giving teams using Teamspeak like communications and advantage. More than likely we only allow spectators to view what the current target view (pilot) can see.

there have been questions from others, and concern from me, on just being able to communicate what killed you. that is enough to make a difference a lot of times. i would point to how i think i remember the old socom no respawns working....split the game based chat into two channels, dead and not dead, or with ejection in place...in mech and not in a mech. if you have a decent chat system in game, i doubt many will go around it to a third party team speak to get this minimal an advantage.

InnerSphereNews, on 18 January 2012 - 10:00 AM, said:

Most orders will only be able to be placed by those pilots who have invested in commander modules. The exception is that everyone will be able to issue basic commands such as “Help me! I’m under attack!” to all allies, and these will show up similar to orders from commanders.

Can you tell us how many "tech-trees" are available for the pilots, if you have to upgrade the pilots to get special modules. –Grayson Pryde

Right now there are 3, but that may or may not change at launch.
More details about the pilot trees will be revealed during Role Warfare month.

please please please make them all purchasable by the same player with enough xp, and not a super crazy more amount of xp than just building up the 3 paths separately. why? because mech warrior is all about customizing mechs, and picking the right tool for the job in all aspects. if your character is permanently limited out of some roles, it limits the replayablitiy, the versatility of games you can be and feel fully effective in, and the flexibility you are willing to have with random groups.

InnerSphereNews, on 18 January 2012 - 10:00 AM, said:

The satellite scan will be like a radar sweep of the map, revealing information about enemy positions, but this information will quickly decay. We have not yet decided if or how a ’Mech can escape detection (other than taking shelter in a covered area like a cave) but there will likely be methods of doing so. This is more likely to be true if we implement different kinds of satellite sweeps (i.e. thermal, magnetic, etc.).

i said this in another post, but please dont make this easy. like you have to own the well established base being attacked, or other significant reasoning. if a module on your mech can do it, it is way way too powerful, even if limited duration and any other trades you want to throw at it. UAV that you are basically leaving yourself open to pilot, are basically like this, but with enough of a downside, and enough limitations on visibility and ample risk to make it a reasonable trade off on both sides of it.

I think you're reading into... well... actually I'm not sure what you're reading into. Suffice it to say, you're way off base with your assumptions and thoughts of how the game mechanics work. Unfortunately, that's the result of not being able to tell everyone the direct specifics of the Module system. We do these information releases so you know what to expect in a broad sense so when you get to set your foot into a MWO BattleMech, you'll be semi-at home instead of a deer in headlights.

Just stay tuned and more will come to light as we release more information.

I think you're reading into... well... actually I'm not sure what you're reading into. Suffice it to say, you're way off base with your assumptions and thoughts of how the game mechanics work. Unfortunately, that's the result of not being able to tell everyone the direct specifics of the Module system. We do these information releases so you know what to expect in a broad sense so when you get to set your foot into a MWO BattleMech, you'll be semi-at home instead of a deer in headlights.

Just stay tuned and more will come to light as we release more information.

-Paul

Well... there's a really great and easy way to handle that particular quandry... ¬_¬

Awesome info here guys! Thanks! One of my concerns with this information is with the command modules. Will there be limits set on how many commanders are in a battle? Have one scout and then seven commanders in lrm boats or assaults just calling in strikes over and over I think would be a little over powering.

I think you're reading into... well... actually I'm not sure what you're reading into. Suffice it to say, you're way off base with your assumptions and thoughts of how the game mechanics work. Unfortunately, that's the result of not being able to tell everyone the direct specifics of the Module system. We do these information releases so you know what to expect in a broad sense so when you get to set your foot into a MWO BattleMech, you'll be semi-at home instead of a deer in headlights.

Just stay tuned and more will come to light as we release more information.

-Paul

if most/all of those concerns are unfounded and off base, well awesome. much of the wording leads me to think that a lot is still a bit up in the air, so trying to be constructive = criticism and concern in the hopes that you might not have considered one of these in the planning process. in agreement or not. anyway, hope the tone isnt too harsh.

I think you're reading into... well... actually I'm not sure what you're reading into. Suffice it to say, you're way off base with your assumptions and thoughts of how the game mechanics work. Unfortunately, that's the result of not being able to tell everyone the direct specifics of the Module system. We do these information releases so you know what to expect in a broad sense so when you get to set your foot into a MWO BattleMech, you'll be semi-at home instead of a deer in headlights.

Just stay tuned and more will come to light as we release more information.

-Paul

Good catch Paul, I think the information releases are a great way to feed the fan base and bring the community with you through the development. Unfortunately I have to admit I'm fighting the same troll instinct as statler. In that I'm reading every post with such a rabid curiosity that it becomes easy to infer or guess at the picture behind the curtain. That's not a knock on you guys though, love what you're doing!

statler, on 18 January 2012 - 08:13 PM, said:

if most/all of those concerns are unfounded and off base, well awesome. much of the wording leads me to think that a lot is still a bit up in the air, so trying to be constructive = criticism and concern in the hopes that you might not have considered one of these in the planning process. in agreement or not. anyway, hope the tone isnt too harsh.

Statler, the game is being developed before our very eyes. It's hard not to get worked up about it and I know where your coming from. I've been guilty of it myself. By all means be constructive but we all have to try not to assume we know the whole construction when we are being shown mere pieces.

MODULES:
So, I'm sitting in my mech and on the left console is a panel called "Modules". There are 'x' number of slots depending on the mech. As I traverse the "pilot tech tree" in skill levels, I have the opportunity to "acquire" modules that can plug into those slots. I see these modules as something akin to SIM cards (like what I use in my camera...), each containing additional programming that has recorded my "learned-additional skill" experience. These SIM modules enhance and translate the learned pilot skill into functions (programming) that can be used by the mech to augment existing systems and reduce pilot workload. Kool. I'm in with that. It bridges the gap between my pilot skills and my mech capabilities - as both will have XP.

BATTTLEGRID:
So, you Mechwarriors out there who "run" your House/Merc Units and 'say' your the "Commander", are going to have to 'step it up' in the pilot tech tree skill training areas and achieve the in-game "Commander" skills to support your position. That's Kool too; though, I see some bruised ego's when the so-called House/Merc Unit "Commander" can't complete the "commander tech tree" and someone else (heaven forbid, a lowly mechwarrior) is able to do just that and get the responsibility in-game. I see this going hand in hand with Role Warfare......

BASIC COMMANDS:
I see a long list of "Wingman" commands bound to keystrokes....time to fire up the Touchbuddy software and do some touchscreen layouts and dig out those Thrustmaster MFD's for additional programmable keys.

PILOT TECH TREES:
Just 3? I can think of a half dozen just off the top of my head....

FACTION MECHS AND COMPONENTS:
That's good news. That DRAGON might only cost 2.5M C-Bills for the Dracs, but cost 3.25M C-Bills for the Fedscum....

SATELITE/RADAR:
Ooooooo...... Caves! I thought I spotted what looked like caves in that "Winter Scenery" artwork.